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Piropoint
2007-04-07, 09:40 PM
This class was originaly intended for a lower magic, higher tech. campain setting. I have modified the Gun Mage for a standard DnD setting. Where there is no mention of a class feature, assume that it remains the same. The original can be found here:
http://www.privateerpress.com/ironkingdoms/default.php?x=rules/characters



The Gun Mage
1 Arcane Focus, Bond with Magelock Pistol
2 Reinforcing Runes
3 Cast Rune Bullet
4 Projectile Enchantment +1
5 Bonus Feat
6 Combat Shooting
7
8
9 Projectile Enchantment +2,
10 Bonus Feat
11 Combat Shooting
12
13
14 Projectile Enchantment +3
15 Bonus Feat
16 Combat Shooting
17
18
19 Projectile Enchantment +4
20 Bonus Feat

Projectile Enchantment
When a Gun Mage wields a pistol of any kind, his arcane power shines through. Starting at 4th level, any projectile fired from a pistol is considered to have a +1 enchantment bonus. The bonus increases as the Gun Mage gains levels. At 9th level the bonus is +2, at 14th level it is +3, and at 19th level the bonus becomes +4.

Combat Shooting
At 6th level the Gun Mage may fire in melee without provoking an attack of opportunity.
At 11th level the Gun Mage may flank from up to 15 feet away.
At 16th level the Gun Mage may disarm and sunder using a pistol from up to 15 feet away


Bonded Magelock Pistol Special Abilities
1-2 Alertness, spell link
3-4 Ranged touch
5-6 Touch
7-8 Sighting link
9-10 Call Pistol, Improvise Weapon
11-12 Ignore Spell Failure
13-14 Scry
15-16
17-18
19-20

Improvised Weapon
Starting at 9th level, the Gun Mage may use the butt of a Magelock Pistol that he is bonded to as an improvised weapon, without suffering the normal -4 penalty to attack and without harming the gun. The butt of the gun deals 1d4 bludgeoning damage. At level 15, the damage may be treated as subdual damage without taking the normal penalties.


Ignore Spell Failure
Starting at 11th level, If the Gun Mage wields a Magelock Pistol that he is bonded to, he may wear light armor without suffering spell failure.